I was Asset and Environments lead on Infinity War. When the brief was to create a photoreal jungle, savannah and waterfall gorge that had to interact with characters, crashing dropships and giant death wheels.. I had to pause and breath deep. Firstly, I had to train my team of artists ( and myself) to use a new tree generation tool with photoreal textures with scanned branch/ trunks, and to be auto rigged for simulation from root to leaf. Also supervised textures for Shuri's lab exterior and interior, and the damaged hulkbuster in the Gorge fight.
At the end of it the team had created 2 dozen hero trees from photogrammetry in speedtree with thousands of leaves, twigs and branches, and another 50+ bushes, shrubs, grass, rocks and pebbles that were rigged and could be simulated.
For characters we had to take over hulk buster's final damage through the gorge fight and make him look wet.
There were also shared characters from Framestore and Dneg to ingest and look dev for our shots.
Some of the forest and Gorge breakdowns here from 4:33 and 6:32