The renderer direction from your reference image, built with nothing but code: no downloaded models, no image files. The Scout hull, canopy, wings, canards, tails, nacelle and pods are procedural geometry with bevelled edges. Textures are painted at load time onto canvases: panel lines, rivets, wear, the WARP wordmark, hull number and sector sigil, then used as colour, roughness and emissive maps. Materials are physically based with clearcoat, so the six finishes are real paint jobs, not colour swaps. One key light with soft shadows, environment reflections, engine bloom, ACES tone mapping. The planet has a generated surface, a drifting cloud layer, an atmosphere rim and a ring.
What this cannot do is match a hand-sculpted model: silhouette detail, greebles, and decal placement are where a real 3D asset wins. This is the ceiling of code-only. If it reads as the right direction, the next step is sourcing hull models and running them through this same pipeline.
First light of the Exiom frontier. Two rings, one moon, and a node that has not missed a proof in 214 days.