![]() He sees the partnership with Epic Games as just the beginning of what could be a major shift in the way the industry operates. And even for those who are open to the idea, there’s still the question of how to create a seamless shopping experience that incorporates both physical and digital products.ĭespite these challenges, Kim is optimistic about the future of digital fashion. While younger shoppers may be more willing to try out virtual garments and accessories, older generations may be more skeptical. One is the cost: many fashion brands and retailers are already struggling to stay afloat, and investing in new technology may not be a priority.Īnother is consumer acceptance. While the technology exists to create these digital garments, there are still a number of hurdles to overcome before they become mainstream. “We’re trying to be the Photoshop for the fashion industry,” he said. ![]() The company has also built a library of 3D models of different fabrics, which can be used to create realistic-looking virtual garments. Kim said the company’s software is designed to be as accurate as possible, using algorithms to simulate the way a garment moves and behaves in different lighting and environmental conditions. ![]() Not only is it a complex, multi-step process, but there’s also no standardization for how the garment is measured, photographed or otherwise captured digitally. Read more: Prominent Figures from Fashion, Tech, and Entertainment Gather at DC Dinner to Honor India’s Modiīut creating a digital twin for a garment is a different story. ![]() These twins could be used for everything from tracking inventory to predicting maintenance needs to creating immersive product experiences for customers. While the fashion industry hasn’t exactly been pushing to create a single digital template for its products, some players have been working toward making digital twins for physical goods. “When you’re looking at the screen, you don’t have that. It turned out the file was accurate, but because she was short, she was used to seeing everything looking up at a slight angle. He recounted the story of meeting a skilled pattern maker who was convinced a garment’s digital file was incorrect. Every physical product is slightly different because of small variations in sewing, fabrics and other physical processes or qualities, he noted. Kim sees it as a garment’s platonic ideal, and believes it’s only possible if it’s digital first. It could be used for product imagery on a brand’s e-commerce site, as a visual asset used in marketing materials or on social media, made into a virtual item an avatar can wear in a game, transformed into an AR filter or - who knows - even replicated with fabric and thread as a physical garment. In this vision, a 3D digital garment would be the template on which all other iterations are based. While they didn’t disclose any numbers, they did reveal the reason: to invest in the future of digital fashion, they said in a statement. The maker of Clo3D, one of the most popular 3D fashion-design tools, and Epic Games, creator of the video game megahit Fortnite, bought shares in one another. Last week, news emerged of what seemed on its face an unlikely partnership. This could be used for product imagery, marketing materials, virtual items in games, AR filters and even replicated as a physical garment. The vision is for garments to be regarded as content, with a 3D digital garment serving as the template for all other iterations. The companies have not disclosed the amount of the investment or specific plans, but Simon Kim, CEO of Clo Virtual Fashion, said the partnership began as a technical discussion about how to help their users work better. ![]() Clo Virtual Fashion, the maker of popular 3D fashion design tool Clo3D, and video game giant Epic Games, the creator of Fortnite, have invested in each other to support the future of digital fashion. ![]()
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