The TikTok Marketing Podcast · Episode 86 · July 1, 2026 · 8 min
How Creators Sell Their Outfits as Digital Fashion
In this episode of The TikTok Marketing Podcast, Lucas and Luna explore a new revenue stream for creators: selling their outfits as digital fashion assets. They dive into how creators like Emma Chamberlain and other top influencers are turning their personal style into sellable digital garments for avatars, video games, and virtual try-ons. The hosts break down the economics, from typical price points of $5 to $50 per item to the split between creator and platform, and discuss why fashion brands are starting to partner with creators on digital collections. They also examine the technical side, including 3D scanning and AI-based rendering, and what this means for the future of influencer marketing and the creator economy. Specific examples include the digital fashion platform DressX, which has worked with creators to launch virtual collections, and the growing market for digital-only clothing expected to reach $50 billion by 2030. Lucas and Luna debate whether this is a fad or a lasting shift, and what creators need to know to get started. #DigitalFashion #CreatorEconomy #TikTokMarketing #VirtualClothing #InfluencerMonetization #DressX #EmmaChamberlain #3DScanning #AI #FashionTech #Avatars #VirtualTryOn #Marketing #ContentCreation #FexingoBusiness #BusinessPodcast #FutureOfFashion #DigitalAssets Keep every episode free: buymeacoffee.com/fexingo
Transcript
Lucas: So, we've talked a lot on this show about creators turning their work into products — video templates, sound packs, even their faces as avatars. Luna: Right. The whole 'sell what you already make' model. Lucas: Exactly. But there's a new one I've been watching: creators are now selling their actual outfits as digital fashion. Like, the clothes they wear in a TikTok video — you can buy a virtual version of that same hoodie or dress for your avatar. Luna: Wait, so someone watches a creator's video, likes the jacket, and can put it on their own digital twin? Is that the idea? Lucas: That's exactly it. And it's not just a screenshot or a filter. It's a fully rendered 3D garment that you can dress your avatar in — on platforms like Zepeto, Snapchat, or even in video games. Some creators are making five figures a month just from digital clothing sales. Luna: That's wild. But how does it work technically? I mean, you can't just take a photo and turn it into a 3D asset, can you? Lucas: No, you need a scan or a digital twin of the garment. Some creators are partnering with companies like DressX, which is a digital fashion marketplace. The creator sends in the physical piece, DressX scans it with a 3D scanner, creates a photorealistic digital version, and then sells it on their platform. The creator gets a cut — typically thirty to fifty percent. Luna: So it's like a licensing deal on your wardrobe. Lucas: Exactly. And it's growing fast. DressX told me they've worked with over two hundred creators in the past year, and some of those digital items sell for fifteen to fifty dollars per unit. One creator, a fashion TikToker with about two million followers, made over forty thousand dollars in six months just from selling three of her most-worn outfits. Luna: What's the split? Is it fifty-fifty? Lucas: It varies. DressX takes care of the scanning, hosting, and distribution. So their cut is higher — some say seventy-thirty in favor of the platform. But for the creator, it's passive income. They wear the outfit once, make a video, and then that digital item keeps selling months later. Luna: That feels like a no-brainer if you're a creator with a distinct style. But does it work for everyone, or only for big fashion influencers? Lucas: Great question. Right now, it's mostly mid-tier and top creators — the ones with a recognizable aesthetic. But there's a lower-cost version. Some creators are using ai based tools like Clo 3D or even simple photogrammetry from their phone to create basic digital versions. They're not as high fidelity, but they can sell for five to ten dollars. Luna: And where do buyers actually wear these digital clothes? I mean, is the market just for people who live in virtual worlds? Lucas: It's broader than you'd think. Obviously, Roblox and Fortnite are huge — kids spend real money on skins. But also on Snapchat, you can buy digital fashion to wear in AR selfies. And then there's the growing trend of digital try-ons for e-commerce. Some brands are starting to partner with creators to offer their digital outfits as part of a virtual fitting experience. Luna: So a creator's style becomes a kind of brand asset. That's interesting because it also feeds back into their physical merch line. If someone buys the digital hoodie, they might want the real one too. Lucas: Exactly. There's a halo effect. I spoke with a creator named Mia, who has a streetwear brand. She launched a digital version of her signature jacket on DressX, and within a week, pre-orders for the physical version went up twenty percent. The digital version essentially served as a try before you buy ad. Luna: So it's not just a revenue stream — it's a marketing tool. Lucas: Right. And that's why fashion brands are starting to pay attention. For example, Gucci and Nike have already experimented with digital-only sneakers. But what creators bring is authenticity. When a creator's audience sees them wearing something, it's a recommendation, not an ad. So buying the digital version feels like a badge of belonging. Luna: It's interesting that you mention the community aspect. On TikTok, there's already a culture of 'outfit of the day' and people asking where to buy. This just makes that transaction frictionless. Lucas: Exactly. But there's a question of scale: how many people actually want to buy digital clothes? Right now, it's still niche. The market for virtual goods in gaming is huge — over fifty billion dollars — but digital fashion for social avatars is a fraction of that. Yet, it's growing. Luna: And what about the environmental angle? Digital fashion is often pitched as more sustainable because there's no production waste. Lucas: That's a big selling point. Some creators frame it as a way to have a 'closet' without the environmental cost. And it's true — a digital jacket uses far fewer resources than a physical one. But there's also an energy cost to the servers and rendering. Still, it's a cleaner alternative. Luna: You know, speaking of things that keep the lights on without a lot of waste — I've been thinking about how our own show operates. Lucas: You mean the fact that it's ad-free and listener-supported? Luna: Exactly. I mean, we put out an episode every day, and we never run ads. The only reason we can do that is because some listeners chip in a couple of dollars a month on Buy Me a Coffee. It genuinely makes a difference. Lucas: And it's the same principle — small contributions add up. If you've gotten something useful from these marketing conversations, buy me a coffee dot com slash fexingo is where you can support. It's the reason we can keep the show independent. Luna: Yeah. And then we put that straight back into research and booking guests. So it's a direct line. Lucas: Alright, back to digital fashion. So where do you see this going in the next year? Luna: I think we'll see more creators bundling their digital clothing with other assets — like a video template pack that includes a virtual outfit. Cross-selling. Lucas: That makes sense. And I think the bigger shift will be when AR glasses become mainstream. If you can 'wear' a digital jacket in real life through AR, the value proposition changes entirely. Luna: Right. Then it's not just for your avatar — it's for your actual appearance, augmented. Lucas: And that's where the creator's role gets even more powerful. They're not just selling a digital file; they're selling a look, a vibe, a identity. That's hard for a brand to replicate. Luna: So for creators listening, what's the first step if they want to try this? Lucas: Start small. Pick one iconic outfit — maybe the one you get the most comments on — and reach out to a digital fashion marketplace like DressX or even try a DIY approach with a phone scanner app. The quality won't be perfect, but you'll learn the process. Luna: And what about pricing? Do they just guess? Lucas: Look at comparable items on the platform. Most digital outfits are priced between ten and thirty dollars. If you're a well-known creator, you can charge a premium. But the key is exclusivity — if you only sell one hundred copies, it feels like a limited edition. Luna: So there's a scarcity play too. Lucas: Exactly. And that drives demand. One creator I spoke with released only fifty digital versions of her wedding dress — sold out in two hours at seventy-five dollars each. Luna: That's almost four grand from one outfit. And she still has the physical dress. Lucas: Right. That's the beauty of it — you can sell the same piece over and over as a digital asset, and the physical item is unaffected. It's a pure margin business. Luna: So it's not just a fad. It seems like a genuine new category in the creator economy. Lucas: I think so. We're seeing the early adopters now, but as more platforms integrate avatar systems — Instagram is testing avatars, Snapchat already has them — the addressable market gets much bigger. Luna: And as the tech gets cheaper and easier, more creators can participate. Lucas: Exactly. So watch this space. I think in two years, we'll look back and see this as a normal part of a creator's revenue mix. Luna: Alright, I'm curious to see which creator launches the first digital-only fashion line. Lucas: Probably someone on TikTok. We'll keep you posted.