>>2854150Duplicate the body material, delete everything except the parts of the mesh you want covered with your artwork/degeneracy. Recreate an UV map for these parts one by one by either: splitting them into a separate material and, optionally, using the PMXE function while looking at the material straight on to flatten the UV map as much as you can, then editing and moving its UV map into an empty or predetermined spot in your already created overlay .png and working with them individually if you want options, only combining the materials back when you are finished; or by using the advanced UV mapping capabilities of Blender, not minding the part where you can't make UV morphs in it.
After that, you'll have to remember to edit the overlay meshes along with any changes/morphs added to the underlying body parts.
The alternative is copying the existing texture and drawing/pasting stuff over it, guided by the UV map and reference marks, but you'd be limited in the number of combinations you can make (but, perhaps, you don't want trillions upon trillions of choices? Not that you can reach that number while constrained by 256 morphs to stay MikuMikuDance-capable), and it sometimes might be difficult to get right due to UV map deformation.
P.S. You can export existing UV maps using the corresponding PMXE plugin if that's what you wanted.