The whole thing looks alright but as you can see if I want to play a bit with the camera and explore the object, the awful look of that texture gives me the creeps. How could I get more definition in this cases? My goal is to create textures by hand for this object so I was wondering if there is a proper workflow I need to follow in order to avoid these problems. Or if it is a fixeable problem that has nothing to do with the texture quality.
It looks like your textures are not high enough resolution. Experiment with higher resolution images until you find a resolution sufficient for the zoom you anticipate. There is no such thing as an image texture with a resolution sufficient for all levels of zoom-- you have to build to planned limits.
For higher (infinite?) zoomability maybe exploring how to convert your (or any black and white) texture into a signed distance field equivalent could work with a suitable node tree? Not an expert in either though.
For âperfectâ resolution, you want a texture density such that you have at least four texels (âtexture pixelsâ = texels) for every pixel of your image. (This is similar to audio processing, where we want 44,000 samples even though we canât hear past 22 kHz. But four times rather than two times, because weâre doing it twice in two different screen dimensions, vertical and horizontal.)
In reality, thatâs not realistic for most CG needs. Youâll see that pixels/texel varies across your render depending on both the distance to the surface and the angle that the cameraâs vector makes with the surface. Thatâs why zoom matters, but also, angle matters.
The best thing to do is to play it by ear. Make a 8k (8640x8640 px) texture and see if that meets your anticipated zoom needs, maybe with a repeated grid pattern texture just to test it out. If it doesnât, double it. If it still doesnât, double it again. (In reality, few people would need 8k textures, but thatâs because weâre often using other peopleâs textures that they need to actually distribute over the internet with its limited bandwidth, and because for any complicated scene, you run out of memory really fast when working at that resolution. For people that donât work at Pixar, pixellation is kind of a fact of life that you have to work around. That might mean different textures for different parts of the shot. You can downsample from any resolution, but you canât really ever upsample.)