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I would suggest making the entire arm a bodygroup, so that you can freely change the material and/or UV mapping of it as a bodygroup without having to enlarge it nor worry about it clipping through the base mesh (while the arm should not be part of the base mesh).
(Again, with the base mesh not having the arm, and with the bodygroup having an option for the arm using a tattoo material and for the arm using a non-tattoo material, not with the bodygroup being "overlaid" onto the arm.)
If that is not valid or "not possible" for this model, please explain why it isn't.