So I was speculating about starting a project in a simplistic low poly style. I booted up Blender and did a small test run.
I was really pleased with the results in Cycles Render:
Mmmm look at that sexy sexy tree.
As you can see it went from a graphic I would like to cuddle, to a decrepit piece of burnt wood jutting from the ground. I’ve tried messing around with the ambient light and lamps, but I couldn’t get the results I’d ached for.
(Is ached a weird word to use in this sentence? It is? Oh well, I’m not back spacing)
I’m still relatively new to Blender.
(Which in this case means that I used to be fairly good with it but put it down for too long, and when I came back I was a failure at life)
I have no earthly idea what i’m doing, nor what I should do to fix this hot mess.
Please help me, I’m begging you.
Do not confuse Blender Render with Game Engine Render, they have nothing in common. Therefore comparing these two outputs is like comparing an oil painting with a handycam snapshot. Each have its purpose but meet different requirements (speed vs. quality).
I guess you want to argue, that you did a low poly scene. You are right, but the BGE does not support soft shadow at this stage. But that is all you will miss (you can get around by backing the shadows ;)).
That you are missing objects, is most-likely a problem how you designed it. I think you use some unsupported features in your scene, such as curves or modifiers. Without more details of your scene it is hard to guess
He meant shadows with penumbras like the path-traced ones. There are few techniques for having realtime shadow penumbras like Multi-View soft shadows (MVSS) and Percentage closer shadow filtering(PCSS).
@OP, You can use cycles baking feature in a 2.71 build.