To the first guy who asked the question, I figured it out. For a point-light, you simply duplicate the exact same projection matrix as you use for the camera. In other words, move the "eye" to the point source's location (the view matrix), and calculate the projection matrix to be the same as you used for the camera. Then calculate the shadow map. Be careful that the light is not too close to your model, or the shadow map won't contain all of the model, and you'll get STRANGE shadows.
That wasn't the most informative reply. Why represent it as six spot lights? Why can't I find a HLSL example for a point-light shadow routine where the point light simply uses a perspective transformation instead of a orthographic transformation? Are there any examples online of a point-source shadow mapping (SIMPLE) example?