So I started with a UV sphere in blender, selected all of the vertices, subdivided twice, went to Object Data Properties, grouped them, then went to modifiers and added a vertex weight edit. The things I changed from default is that in the Falloff I did custom curve and did x=0 y=1, then added clouds as the mask texture. Then, I added a mask modifier and a smooth modifier, cranked the smooth repeat to 30, then cranked the mask threshold to .5 or so. Then, I added a Simple Deformity modifier, and twisted the whole thing 360 degrees on the Z axis. Then, I went down to materials, changed the surface from Principled BDSF to Emission, then made the emission strength 6 and the color yellow. Then, I created a second UV sphere, slightly smaller than the first, without any modifiers with the material as Emission, also with a strength of 6 but with an orange color. Then, I duplicated the first sphere that I made and rotated it, then changed the color to red orange. Finally, I duplicated the first sphere one more time, scaled it up to be bigger, then turned up the mask threshold to where I could barely see it. I learned basically all of this from a yt tutorial a month or so ago when I realized I needed to start learning modelling for the game, I could probably dig it up and it would be better than me explaining what I did and yield better results