The Foundry’s James Darknell walks through the process and provides a little explanation for baking textures and data in Modo, for the purpose of creating realtime assets either in a game environment or for other occasions.

the process of preparing an assets for real-time content authoring using MODO’s Bake to Render Output command

This covers the purpose of using the Atlas command in Modo, and packing the UVs into a usable UV map for the real time baking to take place before using the Bake To Render Output, and how to bering the textures back in for use while providing some Modo baking tips along the way.