Sorry no for both software. I am more of 3D prop and environment artist.
Artist are always needed, but you'll have to prove yourself. You have the right kind of attitude... team player, rather than "i can do it all by muhself" like so many failing devs these days. Do what you do best, and work with others who do their part.
Several good artists are losing support on patreon, because they're spending months trying to learn how to code, instead of focusing on the art. Meanwhile their game is nothing but bugfix updates, and pissed off players leaving hateful comments.
I'm not dissing coders, don't get me wrong, they are a very important part of the team. Some Great coders have the same ego problem as I mentioned with artists. Their game functions perfect... but the stick figures, and crayon drawings... leave a lot to be desired. Coders are abundant, but just like with art, some are more talented than others.
Far too many devs today think DAZistheshit and just use off the shelf assets in their games. Your experience with Maya is a huge plus on your resume. A dozen games use assets that I created, and the devs didn't even bother to paint the walls, recolor, or re-texture, let alone change things. I guess that's a compliment, but seeing my shit in game after game gets old. There is some satisfaction, when i'm playing a game, and there's a naked girl on "my bed" literally modeled from where I sleep, but all the more gross, when she's a 2/10.
Equally important members of the team are the writers. First and foremost on the creative side, or the hardknocks story teller, who speaks from experience. Secondly, the wordsmiths, who make the drunken rambling intelligible.
You mentioned difficulties rigging. Maya doesn't make it easy. Check out Blender for that. In the blender community, you'll find all kinds of tools that simplify rigging. Being open source, the blender user base is huge, and users typically share everything, unlike the more commercial help-desk environments.