Texture changing with distance

I have a textured model of a cat. This is what it looks like normally:

Howerver, when i zoom out or go too far away from it this happens:

The texture becomes like fractured idk how to even explain it. Has anyone faced the same issue? How do i fix this?

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I can see it even a little bit up close.


Did you download this model from somewhere? What does its topology/UV map look like? It seems like when you pull away, it uses a different mipmap (lower texture resolution at distance), therefore it causes some bleed due to potential UV map padding issues.

Yes, this model was made using AI, though i still have cleaned it up alot

This is the topology, i dont know it doesnt really look like it. Is there anything i can do to fix?

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As @ZacAttackk said, it could very much be the texture map bleeds through when it compresses.

If it was made with AI, it could also be the case that there are overlapping vertices within the topology itself that mess with the texture. On Blender, I believe the keybinds to check are, in Vertex mode: A (select all) → M (merge) → Select “By Distance” and you can set the distance to 1-4 cm depending on the size of the model.

Alternatively, if you haven’t already, check the texture map in the UV editor and if there are green borders around the texture, paint them out.

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