You can just cframe.lookVector cframe.upVector and cframe.rightVector to get the three positive axis normals, and flip them to get the other three.
Its usually going to be cheaper to do some conditional logic than a matrix vec multiply. This is assuming you were worried about performance?
It is less elegant though!
Something like:
function GetNormals(part)
local x = part.CFrame.upVector
local y = part.CFrame.rightVector
local z = part.CFrame.lookVector
return x, -x, y, -y, z, -z
end