I would suggest:
Create a sphere, texture it with a mild gradient texture (lighter blue to a slightly less lighter blue),
create a texture which has your reflective lens spot on it and use it as a cube map on the sphere (static cube map)
Then make the sphere have an alpha of .4 or so. Place another sphere inside it slightly smaller with an alpha of say .5 or so (play with the alphas a bit), the inner sphere will have the same blue gradiant tex but no cube mapped light spot.
Play with the alphas a bit though. This should give you a nice glass orb effect.
If you want to go a bit further, change the cube map to dynamic (using a camera)and invert it on the sphere, this should give you a decent refractive image of everything around it.
This is merely theory though :-)
Create a sphere, texture it with a mild gradient texture (lighter blue to a slightly less lighter blue),
create a texture which has your reflective lens spot on it and use it as a cube map on the sphere (static cube map)
Then make the sphere have an alpha of .4 or so. Place another sphere inside it slightly smaller with an alpha of say .5 or so (play with the alphas a bit), the inner sphere will have the same blue gradiant tex but no cube mapped light spot.
Play with the alphas a bit though. This should give you a nice glass orb effect.
If you want to go a bit further, change the cube map to dynamic (using a camera)and invert it on the sphere, this should give you a decent refractive image of everything around it.
This is merely theory though :-)