Much better. Keep in mind that Hubble's Field of View is very small. So small in fact that I use an orthographic camera to view the 3D shape and align it to the Hubble imagery, and it works very well. Another method is to use a camera with a very tiny FOV and move it very far away from the planet, much like a real telescope. Things get awkward doing this, however, so I have found that I prefer the orthographic camera.

All we're missing now is the Sun, some limb darkening, and that atmospheric scattering around Jupiter's equatorial limb that gives the planet its character. Blender's Cycles rendering engine uses physical calculations to create realistic renderings, but it is not a planet simulator by any means, so what I do is hack together whatever shaders I can to create a reasonable representation of Jupiter.

Following is a blink animation showing a simple rendering with nothing but the Sun illuminating the planet, followed by a shader hack that darkens the limb, and another hack that adds a shell of volumetric material around Jupiter to create that hazy atmospheric scattering and absorption around the equatorial region.