Procedural Wounds Pro: Draw Realistic Cuts, Scratches and Claw Marks on Any Mesh
Does it cut or change my character mesh?
No. Every wound is a separate mesh placed just above the surface. There are no booleans and no edits to your model. Delete the wound or the BU_Wounds collection and your mesh is untouched.
Will the wounds follow my rigged character when it moves?
Yes. If your mesh has an Armature or other deforming modifier, the add-on binds each wound with Surface Deform. If that bind fails on a tricky mesh, it falls back to Shrinkwrap and keeps the raised edges. For best results, draw while the character is in rest pose or a neutral pose.
The brush is way too big or too small on my model. Why?
The presets are sized for a real scale human, where Brush Size 0.008 m is about 8 mm. If your character is 20 meters tall or 10 centimeters tall, the defaults will feel wrong. Either scale the character to real size and apply scale, or just use the Mouse Wheel while drawing to resize the brush.
My wound flickers or looks like it sinks into the skin. How do I fix it?
This is the wound and skin surfaces fighting for the same space. Select the wound, open Advanced and raise Surface Offset slightly. It also helps to draw on the final smoothed surface, since the add-on reads the evaluated mesh including Subdivision.
Can I change a wound after I draw it?
Yes, at any time. Select it and adjust Width, Depth, Edge Lift, Irregularity, Blood Amount, Blood Spread and the Advanced settings. To change its shape, click Edit Path, move the points and click Rebuild.
Does it work in Cycles and EEVEE?
Yes. The material uses standard Blender shader nodes, so it renders in both engines.
Can I export the wounds to Unity or Unreal?
The wounds are real mesh objects with UVs, so the geometry exports like any mesh. The look comes from a procedural Blender material, so for a game engine you would bake the material to textures first. The add-on is built mainly for rendering and animation inside Blender.
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