I tend not to like it. Poorly done 3D stands out more to me than poorly done 2D art. Partly this is because I do 3D professionally (I was aiming to work in games when I graduated, but I landed a gig doing it for big budget movies instead). So to me every little error in texturing, UV mapping, lighting, etc. just jumps to the fore-front. I can't help but notice and be bothered by those things. While with 2D art I may still be critical, but I can be a lot more forgiving on the basis of style. After all, even bad 2D artwork has an identifiable personality and style that carries across all of the artwork from that artist, while bad 3D is just . . . bad.
Poser models and sets can have nice
modeling, but the textures tend to be bad or plain, and few if any artists I've seen using Poser models know how to light them properly, and lighting is 80% of the battle. I mocked up a 3D environment for a client once and due to the quality of the lighting alone it took them 10 minutes to realize that the scene had NO textures. That is a big indication of how important good lighting is. It can raise the bar tremendously on poor work, or absolutely ruin good work.
I feel like 3D should be used as a tool in VN, not as the end result. At least not still looking like 3D. Many comic artists and manga artists are using Google SketchUp for help with backgrounds and perspective. An example from Marvel Comics is
here. Ken Akamatsu's Negima! manga's backgrounds are all almost
entirely 3D at this point as well. (Though the big take-away here is that you can't TELL they aren't drawn.) I often use 3D models to help me with perspective and backgrounds when making art, quickly blocking in the environment, setting a camera angle and then painting over the result.
I feel that if 3D is to be used, it should be with it's strengths in mind - namely, an interactive 3D environment with free movement. If you are going to restrict things to a fixed 2D perspective, you've already lost many of it's strengths. Setting up a good 3D environment, lighting it properly (potentially for different times of day) and modeling, texturing, and rigging characters to properly display emotion and a full range of movement without looking creepy takes just as long or longer than drawing the same scene in 2D. Longer most of the time.
If I am working in 3D I have to:
1) Make a high detail sculpt of the character
2) Retopologize the character so it can render quickly
3) UV unwrap the character model
4) Bake all the details of the sculpt down
5) Render all the different maps like depth and ambient occlusion
6) Texture the color (called the diffuse) map
7) Rig the character for animation so it can be posed
8 ) Light the character
9) Render out different passes
10) Combine all the passes in Photoshop to tweak the image quality
11) Repeat for every change in outfit and each additional character or background element
12) Cry myself softly to sleep
Where as if I am working in 2D:
1) Do silhouette studies
2) Do some thumbnail sketches
3) Do a rough pencil sketch
4) Scan the sketch into the computer
5) Ink the sketch (optional)
6) Color
Every one of those steps is much faster (possibly with the exception of coloring) than any of the 3D steps. And actually I have to do the first 3 2D art steps before I start the 3D process anyway!
As a bonus I have found that being good at 2D art tends to translate well to making 3D art - but with few exceptions, not the other direction. Take from that what you will.
P.S. Am I the only one getting a Buffy and Angel vibe from the posted images?