Also you may want to make sure you have remapped your model again, and re-dropped your stack after re-mapping to edible mesh (if in max) for exporting it out as a simple mesh, as it should remember the UV mapping that you had put on it. even the sub-mapping if done right, although I am having issues with mapping as well when it comes to models inc to tgd2 as well. If in XSI I had to re-save the mapping as shaders to export out to tgd2 .obj and then had mapping isses to address as well once I brought them in, but fixed it for the most part. There is issues when dealing with .obj's or other formates still coming into tgd2 still, but I am sure they will get a handle on it soon. and finally it would be nice to be able to rotate the texture only with control (when you want it to rotate) and as well tileing options on the base level for the model as well. Submapping tweaks would be nice, but there are shader work arounds that will help.
DT