that would be one way to go as an internal coding method.
create a cube in the center and make a mesh of a 3d plain then rotate and offset 6 of them to represent the faces of the cube.
Its not as managable as the next one.
Most of the time tho you would deploy a 3d program to perform a texture wrapping or UV wrap
your model is either one complete mesh or a series of named meshes which are translated as limbs in DBC DBP and can be affected like limbs.
Texturing each mesh with parts of an image is the laymans version of what i mean.