Make sure that your model has UV's to bake to before starting, preferably with non-overlapping shells.
For the example, let's create a texture wrap map like the Render Surface Map tool but with more controls and better quality.
Create the maps that will be used for the shader using the Material Editor. In this case, we can create a Blended Box map with one projection:
Use the seamless bitmap for the Blended Box map.
In the Blended Box Map parameters rollout, under Number of Projections, select 1.
In the Blended Box Map parameters rollout, under Project Onto, select Cube.
Press
F10 to open the Render Setup dialog, then select the Scanline renderer, since lighting is not required and maps render faster.
With your model selected, choose
Menu bar > Rendering > Bake to Texture to open the Bake to Texture dialog.
If the available maps are hidden, click Show Maps to show them in the left pane of the window.
Click Add Maps to Selection and add an Override map to capture the map from the Material Editor.
Adjust the map settings as desired, for example by setting Image Size to 4096 and the File Type to PNG.
Set Output To to Create a New Material and select the PBR material (Metal/Rough).
Set the map destination to the desired input of the material: base_color_map
Set the Output Path to where the maps you want to be saved.
Drag the map output of the BlendedBoxMap from the Material Browser and drop it on the Map Override map picker in the Map Options of the map.
Set the viewport to High Quality mode so you can see the result.
Click Bake.
Note: You can follow the progress of different maps by selecting them from the RGBA dropdown in the Rendered Frame window.
You can now see the new material in the Material Editor, which is using the maps baked in the UV space of the object so that the visual result looks like a Blended Box Map projection.