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.
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.