Let me share my experiences with making fighting games with other people (being a formely active member of the mugen community, SRK, and a 3d artist).
Its a crock of shit. Sorry, but that's the short of it.
The long of it:
The graphics people will always, always get the short end of the stick. The mugen community, for example, steals (erm, "pays homage to"/"rips") 99.99% of the graphics from other games. Ask any of them how important graphics are to the overall project? They'd say 60% to 40%. Sorry, no. I also program in mugen, plus I do my own graphics. 60% my fat ass. I can code several moves in less than a day, to perfectly duplicating the frames and cancel properties of an established game... it takes me three months to do the graphics for said moves. Even a corporation like CAPCOM would rather make new code for their games and re-use their old sprites, despite knowing that they will be criticised for using decade-old graphics,
(Mugen, in fact, was why I got hooked on Poser -- I wanted to make a fighting game of my own, with original graphics).
And yet in a project such as this, the programmers/team leaders will demand equal credit for the game. This may work for professional companies where artists get paid for their work. This is not so for a fan project.
Unless _everyone_ in the team can do both graphics and programming (and thus know their _exact_ amount of _real_ contribution to the project), I fail to why any artist with any inkling of what would be required of them would want to work on it.
BTW, in the link you provided, Hiryo posted links to tokyoteleport. No, the author of that site did not make those models. Those models were made by MayaX (
http://www.3digitalcrafts.net/studiomaya/ ). Also, these models _cannot_ be used in a 3d game. While Animedoll (the model used) is consider low-mesh, its still too high-meshed for use in a real-time engine. What you'll need is are lower mesh models. Google up "Metasequioa" or "Hexasuper", which are software Japanese artists use for creating low-mesh anime models. You might turn up an artist willing to contribute. There are other low-mesh game modellers, but I've lost my links to them. You can also try sites like CGtalk. The people there will have better opinions that my rather biased, mugen-tainted one.