Lighting for simple scenes like this is easy. This is a free hdri (you'll notice of you look closely at her helmets reflections, you can see she's in a room indoors lol), and a plane object with an emission shader and a blackbody node - there's a few of these in the scene trying to match the weird lighting in the ai slop. Takes two minutes to set up, tops.
Then you just set the temperature for the light colour in the material settings. You can see the plane reflected in her helmet as well. To adjust the light, crank the emission value for brighter light, scale the plane up for soft shadows or down for harder shadows.
Using temperatures instead of RGB ensures it's only using natural light colours found in the real world and helps your render feel more real at a glance.
The only other type of light I have in this scene is a little yellow one at the bottom right, because I noticed inconsistent colours in the ai image and I was trying to match it.
To make the moon I traced a crescent by extruding a plane along a reference image, and extruded that back to give it depth. Then to make the holes I just created a bunch of spheres, made them blobby to try and match the shape of the holes in the reference, clipped them into the moon and used a boolean modifier to cut them out. Everything has a sub d modifier to smooth it all out.