Glass looking primitive
It took me a lot of steps to get this, but over all, it is quite simple.
This is an example on how I use a cube to simulate glass effect.

Light source: Apply light source but do not cast shadow since the light goes through. You can try anyway to see the difference. Models casting shadow on ground and other models to see the shadow on both glass and through the glass on other model.
Transparency: Two ways to make it a transparent glass. Either on the layer itself before the imported/exported texture or, and it is more advisable to my point of view because you don't have to modify any texture at all, in the "sub tool detail" on the cube itself, select the "Alpha" to "Semi-transparent" and choose the intensity of your choice. In this example, I chose to edit the texture directly rather than going to the "Sub Tool Detail".
Wireframe: Show wireframe. You could chose to hide it if you wish a unified glass.
Texture: My original texture had only a 3X3 wire frame on X, Y, and Z. After exporting, reimporting and modifying the texture, I set it up to 12X12 on all sides giving this look.
Side effects: As you can see at the bottom there may be an undesirable effect. This is because of the proximity of the "other" side. To prevent that, you can do all the same process above on a "plane" primitive. But you will lack the depth (thickness) of the glass as two planes close to each others may have the same undesirable effect, but less.
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