#346500
Could you elaborate on how they are not working? There are buttons in the MXM-mode material panel for pushing the MXM file's 'active' texture (which one that is, is set inside of MXED itself) into the associated SketchUp material -- once that's done, you manipulate UVs in SketchUp just as you do for any SketchUp material. If, on the other hand, the SketchUp material has no texture, then there will be no UVs, and default ones will be generated for you during export; the only control you have over those is in choosing their size (see Scene Manager > Options > UV Override Size) and type (right-click an entity > Maxwell > UV Override).

For what it's worth, also note that if you use MXMs, tiling in the viewport is expected to match that in the render only when the textures in the MXM use the Relative tiling 'Method' and have Repeat values of 1.0.
#347048
JD,

Thanks for the detailed response. Yes, I did get it to work just as you described. The confusion comes from the UV's generated by the Material Pallette, i.e. height and width of the image map VS. the positioning and sizing using texture controls. I guess they are one and the same in terms of exporting to maxwell?
#347054
I'm not sure I understood the question. UV coordinates and tile/offset are very separate things (the latter derive their context from the former), but you will not notice that unless you use tile/offset values other than 1/0 in your MXM textures.
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