There's a slight problem with uv mapping if you can help me fix this:



There's only a part of whole texture shown, this works very bad because it cuts out the phaser speckles in texture, i tries multiplying the V texture mapping by 3, and got a semi-useable fix, but then it the texture shifts wrong when seen from specific angles, could you look into this so the whole texture height is mapped to the exact half of visible surface?