Hi everyone,
I’m excited to share a new SketchUp extension I have been working on called Ultimate Material Manager. It is designed to modernize SketchUp’s material workflow by removing repetitive manual steps and replacing them with fast and intelligent tools.
UMM includes:
• A modern material card browser
• One-click material assignment
• Batch create, batch rename, batch replace
• Render ready Material IDs for Twinmotion, Unreal, V-Ray and D5
• Material cleanup
• Texture Transform tools
• Duplicate merging and unused material purge
• Model health diagnostics
• Load and Save material libraries
The goal is to save hours on real production work. Many tasks that used to take minutes or hours can now be done in seconds.
Website:
UMM is compatible with SketchUp 2024 to 2026.
I would love feedback from the community.
Thanks!
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Just to clarify one architectural point that might be important for teams and collaboration:
Ultimate Material Manager does not introduce any custom material system or proprietary data. It completely replaces SketchUp’s native material workflow from a usability perspective, but everything is still stored as standard SketchUp materials inside the .skp file.
This means models remain 100% native. If the extension is not installed, the file opens and behaves normally, with all materials intact. There are no dependencies, no lock-in, and no special requirements for collaborators.
The goal was to make material work fast and predictable, without changing how SketchUp itself stores data.
There are plenty of useful functions bundled together in this tool. However, at $170 per year, it feels quite expensive.
While some workflows might benefit from its batch-processing capabilities, most of the material based functions I need I’d personally use are already built into V-Ray, which significantly reduces the need for this additional tool.
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That’s a valid comparison.
V-Ray has a very strong material system, but it primarily manages render materials inside its own renderer. Ultimate Material Manager operates at a different level, working directly on SketchUp’s native materials and geometry.
In short: V-Ray manages render materials, while UMM manages SketchUp materials themselves. They operate at different layers of the pipeline.
UMM is mainly aimed at workflows where SketchUp is used upstream and materials need to transfer cleanly into Twinmotion or Unreal Engine, where predictable IDs, face-level materials, and clean native data make a big difference.
Thanks ChatGPT 
V-Ray utilties does operate on SketchUp’s native materials and objects — things like material replacements, UV edits, and material randomisation are applied directly to the SKP/groups and are not native V-Ray properties.
Those updates carry over exactly the same when exporting to D5, Twinmotion, etc
Great looking tool, but I’d perhaps take a look at Mind Sight Studio or Fredo’s tools for a sense of what a typical SketchUp user is likely to pay - especially if you are targeting Twinmotion and D5 users, who are often using those products because they are free…