raycast instantiate different bullet holes object based?,raycast instantiate different bullet holes?

I have a gun script with a raycast and it leaves bullet holes when I shoot an object. I added a blood splatter effect as well but what I want is to have blood splatter only when I hit certain objects ( like people, da!) . So I figure identify all objects that I want blood by tagging it “flesh”

The attached portion of the script below currently leaves bullet holes AND blood splatter on ALL objects. So how and where do I insert something to the effect of if(raycast.Hit.GameObjectWithTag (“flesh”)? so the blood splatter only instantiates on certain objects

if(Physics.Raycast(tmpLoc, fwd, out hit)) {
				GameObject bh = Instantiate(bloodsplatPreFab, hit.point + (hit.normal * 0.01f), Quaternion.LookRotation(hit.normal)) as GameObject;
				bh.transform.parent = hit.transform;

				if(Physics.Raycast(tmpLoc, fwd, out hit)) {
					GameObject bs = Instantiate(bulletHolePrefab, hit.point + (hit.normal * 0.01f), Quaternion.LookRotation(hit.normal)) as GameObject;
					bs.transform.parent = hit.transform;

,I have a shooting script that leaves bullet holes in objects it hits. But I want it to leave bloodsplatter when it hits a person. I figured give those objects a tag so somehow need to add something in my shooting script so if raycast hit GameObjectWithTag . below is the portion of the script I have so far but as is it plays both the bullet hole and the splatter no matter what I hit. So the question is what and where to I add that qualifier that the bloodsplatterPreFab only play when it hits an object tagged “flesh”?`

if(Physics.Raycast(tmpLoc, fwd, out hit)) {
				GameObject bh = Instantiate(bloodsplatPreFab, hit.point + (hit.normal * 0.01f), Quaternion.LookRotation(hit.normal)) as GameObject;
				bh.transform.parent = hit.transform;

				if(Physics.Raycast(tmpLoc, fwd, out hit)) {
					GameObject bs = Instantiate(bulletHolePrefab, hit.point + (hit.normal * 0.01f), Quaternion.LookRotation(hit.normal)) as GameObject;
					bs.transform.parent = hit.transform;

I don’t get why that posted twice