I marked where the camo pattern is stretched and in which direction. In some places the direction changes suddenly, especially above the wheels, which looks even more strange and bugged.
It would be much nicer if it looked more like the upper front glacis - dots should look like circles all around the vehicle, not stretch like they went into hyperspace.
They should really start modelling camos in a 3D mesh of the whole vehicle. I know the current camo’s texture is a 2D square of the pattern then applied on the vehicles mesh, applying the camo to the vehicle. Because a vehicle is not just a square block, this causes hyper stretches to appear on the vehicle. Thus the solution is the camo applied on a fully 3D model of the vehicle.
It seems to me like a half-baked work on texture mapping… It should be conducted like in this picture - the texture is carefully separated into different pieces of the vehicle.
It seems that in Sd. Kfz, Someone just threw all of the pattern at random angles onto the whole vehicle, without reasonable separation and order to different surfaces of the armor.