Reference Image Above
In order to create the orange, I first created a sphere. I made use of a PHONG shader. I sampled the orange color from the given reference image by using the sampling tool in the color palette window. I used this color for my shader. Next I added a brownian bump map to the the sphere to help it resemble that of an orange's texture on the outside more so than a fractal bump map. After playing around and adjusting the parameters to look like the reference image, I started with the lighting process. I used a directional light and placed it as a key light on the left hand side, while adding a fill light on the right hand side following which I added a back light. I added spotlights and adjusted parameters like the 'penumbra angle', 'angle of cone', etc. to make the model look like the reference image. Essentially, I used a combination of all these lights to illuminate the object which I viewed and adjusted every time based on how the render view looked. I made use of a large cube colored white to make the background/backdrop white as shown in the reference image. 
The following sections pertain to modeling the planet Jupiter
Reference Image Above
In order to create the Jupiter Planet like object, I created a sphere. Next I created a ramp shader on choosing a Lambert shader. In the ramp shader menu, I added each of the colors from the reference image into the ramp shader. To do this, for every single color, I created a separate level in the ramp and sampled every next color starting from the top all the way to the bottom of the reference image of Jupiter. I ended up doing this  repeatedly also remembering to add noise to make it less uniform and a little bit more realistic. Next, I added one source of lighting (the sun) as the sole lighting object.

I used a second approach to do this more accurately, I downloaded a texture of the surface of the planet Jupiter online, which looks very similar to the one used in the reference image (maybe the same one indeed). I added this texture as a 'file' to a Lambert shader. Then I applied this to the object. This gave me better results as shown below in the middle image.

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