[![enter image description here][1]][1] The image above shows a blue mesh with a sphere shape, hereafter the blue sphere. It is symmetric about the 3 axis similar to a cube. Note the red faces have a 3 face corner not a 4 face corner. Not a UV Sphere. The mesh will work symmetrically along x, y, z axis with a cast cuboid modifier. In the image in your original question concentric rings of the UV Sphere are placed along the z-axis. Speaking about the default situation. So the there is an asymmetry regarding the z-axis. So the [cast] modifier mathematics amplifies this asymmetry. You will get slightly better results if you subdivide your mesh again. You can edit the blue sphere in [edit] mode and rotate 90 on the y axis. The asymmetry deformation will be rotated as well. Here is the same blue sphere shaped mesh with a cast modifier. Note again the red faces which form a 3 face corner of a cube. [![enter image description here][2]][2] To create a NON-UV sphere shaped mesh. Create a cube. In [edit] mode loop cut on with 7 or so divisions. Loop Cut on all three axis XYZ. Menu Transform ..... Transform to Sphere. Yes, start with cube, transform to sphere shape, cast back to cuboid. Additional Notes Please welcome Carlo ---------- **Cast modifier** basically projects the object vertices along their normals to the target shape's surface. It is the same thing you would get by using a Shrinkwrap modifier pointing to a scene object. [![enter image description here][3]][3] [![enter image description here][4]][4] By enabling Vertex normals in Edit mode, you can see on what surface each vertex will be translated to. [![enter image description here][5]][5] [![enter image description here][6]][6] [![enter image description here][7]][7] [![enter image description here][8]][8] There is no vertex pointing toward the box's corner. [![enter image description here][9]][9] **Conclusions:** To better approximate a cube, the starting sphere should have enough vertex density whose vertex normals point to the cube edges and corners. So for better results you can: - Increase the number of vertices - Use a different starting topology [1]: https://i.sstatic.net/ZXcf6.png [2]: https://i.sstatic.net/m1D4E.png [3]: https://i.sstatic.net/Imna9.jpg [4]: https://i.sstatic.net/BCRiF.jpg [5]: https://i.sstatic.net/RibGTm.jpg [6]: https://i.sstatic.net/Hnll2m.jpg [7]: https://i.sstatic.net/8xMNBm.jpg [8]: https://i.sstatic.net/YCCq7m.jpg [9]: https://i.sstatic.net/SkyyM.jpg