yeah, people just have to "lower their standards a little" regarding what they expect from their art assets.
I think the surge of popularity in 8-bit style graphics kind of suggests that the graphics themselves aren't exceptionally important, only that they're well done. I'm seeing more and more "Minecraft" style art and animation popping up in place of more 'traditional' graphical tends, and many people seem to have just as much fun with that style of game art.
If you lack the basics of a needed skill set, then go and learn the basics of those needed skill sets. As easy as many engines are to use these days, they still generally require you to have some basic programming and scripting knowledge. If artists can figure those out, then surely programmers can figure out how to draw some basic geometric shapes?
like, a person can actually get pretty far (graphics-wise) but just drawing some stuff in GIMP or Paint.NET and getting used to how to use some of the various effects.
3D modeling is a little harder, mostly because:
the actually "good" commercial tools tend to cost lots of money (and their free analogues tend to be artificially crippled and put limits on what they can be used for in the EULA);
most of the freely available tools tend to range between not-terribly-useful (*1) and generally broken.
*1: such as only supporting full-scene modeling and animation, rather than the sorts of individual models and animations more useful in making games, ...
dunno about now, but last I checked the free 3D modeling apps situation was still lame, and in my case ended up mostly writing my own tools for my uses, but they turned out to not really be "good" either.
alternatively, a person can write up code to draw things, but this isn't necessarily any less effort than using a 3D modeler, sadly...
I had before floated ideas for basically "3D sprites", where essentially depth information would be drawn and used to make a basic 3D object out of a sprite (via a height-map or similar), but haven't really done much with this.