I tend to doubt you'll have a lot of luck with this request. Very few people around here do their own 3D design work, and of those, most are already caught up in their own projects, myself included. It will be even harder because you are basically looking for someone who's already good at 3 entirely different jobs (concept art, modeling/texturing and rigging/animation) that are usually filled by different people on most serious teams. Plus for even mildly ambitious projects, even just 3 specialized artists would be a gross underestimate of the required labor.
Just speaking from experience, it takes on average 5-10 years to get to a point where someone can model high quality character models that are any good for being rigged, it's one of the most difficult modeling jobs to get good at. I've been developing as a 3D artist for 18+ years now and I still feel like I have so much to learn and a lot of areas where I can improve my workflow. Though I'm a fairly obsessive generalist who jumps back and forth between most aspects of digital art, programming, writing and many other interests. So I tend to progress a lot slower than others who are better at focusing on a single task. But it's fairly unheard of for new artists to reach a high level in game character modeling within say even 3 years or so.
You basically need a solid foundation in traditional art to grasp all the nuances of anatomy and creating attractive and realistic character designs. You also should be skilled at digital sculpting, as that is the best way to start roughing in and detailing a character model, or really any sort of organic modeling. Then the sculpted base models need to be retopologized to make them more suitable for rigging/animation, which requires a fair bit of knowledge concerning mesh deformations. Then that new model has to be UV unwrapped and have the details from the sculpted version baked to a normal map on it. This leads into the material/texture work, which these days usually involves a full PBR treatment. You'll need maps for the base colors, metalness, roughness, ambient occlusion, normals and possibly even a height map if your engine of choice supports parallax/displacement. Then you have to do all of this for each piece of clothing or environmental elements/props that are needed.
Then of course comes the rigging, weight painting and the creation of corrective shape keys as needed (if the engine supports them) to fix any weird deformation issues with the mesh when it comes to some of the more extreme pose positions. You'll probably also need to work out drivers to automatically use those shape keys in response to the skeletal posing. A proper rig will usually include a fair bit of secondary helper bones and even a little bit of scripting to handle useful things like ik/fk switching, etc. Then all of this has to be put to use to create the animations. And let me tell you - working out good looking animations involving 2 or more models in close contact is among the most difficult sort of animation work to pull off well. It gets even more convoluted if you decide you want the models to be customizable, as then you have to worry about correcting for alignment issues that can arise from trying to use animations made with one set of models of a certain size with other models that don't match the originals.
All of these steps for a primary character can take several months of full time work (in some cases even years), which is part of the reason why you'd usually split the task up over multiple artists who can each focus on smaller tasks in the overall process to condense that time frame. Low poly segmented stand-in models are usually provided to the rigger/animator(s) so they can start working on animations early on in the project before the actual models are even finished. In big studios they bring in artists in waves of increasing size as a project progresses. Starting with a small team of core coders and concept artists and the various department leads who do all the planning and prep work. Then they start bringing in freelance artists as needed to get the modeling and animation work done and let them go as soon as they are done with their part of the project. Big games, like say Skyrim or similar, will usually involve hundreds of artists during its development cycle.
I know this is a bit long winded, but I wanted you to be aware of the scope of what you are asking for here and realize that someone who can do all of this has probably put a decade or more into honing their craft. Such people are few and far between, even on sites that are geared towards game artists, and you probably won't find any who are interested in working for someone who isn't willing to pay them what their efforts are worth. Promises of future profit sharing won't fly with anyone serious about their work either, as most artists who've been around long enough have already been burnt on such deals at least once in their past and should have learned their lesson by now.
Anyone serious about basically starting a new studio and recruiting artists should make sure they have the appropriate capital, business acumen and professional project lead experience to see things through. If you want to just half ass things, it's best to set your sights much lower and spend a fair bit of your own time screwing up on your own and learning the ropes before trying to wrangle anyone else in with you.
Hopefully this will also help open the eyes of those who'd like to become game artists themselves. I don't want to dissuade anyone away from such goals, but it's good to have a big picture idea of what lies ahead if you are serious about this. In most cases you'll be better off to find one aspect of this process that you really love and embrace it as your specialty and find a place among bigger teams of professionals. For most creative tasks, you can get to an intermediate professional level within about 3 years of solid dedication to improving your skills. If you want to take the path of the one-man-army generalist just be aware that you've potentially got a multi-decade long slog ahead of you to reach your goals, especially if you are aiming for a high level of realism in your work. It will take a lot less if you are willing to settle for much simpler results, which is why low poly indie games have been such a big fad for so long now.