"Cut me, Mick! Cut me!"

I have a question that was brought to my intention yesterday when a friend was showing me his model. He was explaining me and showing me some textures that looked like wounds from battle on his model and he showed me by manipulating the UV texture on certain parts of the model, they can appear by creating a UV map after UV texturing the model the first time around.

I thought to myself, “There’s got to be an easy way to inflict a wound on a model in the middle of an animation like a fight” for example. I first told him that all you need to do is to create multiple copies of the main UV texture, create the changes in your image editing software and bring it back as an png file. But he further explained that he wanted to inflict the wounds in “real time”.

So here’s the question. Say you have two characters in a fight animation both armed with swords. If you wanted to create the effect of someone “cutting” their skin during the swing of the sword, what methods can be used to create that effect?

That’s what is known as ‘Decals’.
Since you didn’t specified in which software you are planning to use them… It’s basically drawing a second texture over the original one, but using a new uvmap.

My mistake. I thought it would be obvious that the program would be used in Blender since I posted my problem here. Now, I used a Decal before. Does this method use an empty? I would like to do this in the Internal Engine.

Cycles? BlenderInternal? GameEngine?

Blender itself is able to do it in too many ways, but each engine needs different parameters.

You may use empties, text files, whatever you need to pass that information to the render engine. That was the reason of my reluctance.

For example, the method to do it in cycles is not the best nor the same to do it in the game engine.

I think I may have the answer in this video.

I thank you for trying to solve the issue.