Assuming you're talking about Unreal - Same principle applies, but you'd multiply your vert color with a new texture map that has that kind of noise pattern. You may need to pass the result through a power node to increase contrast.
This thread talks about why some of us do not decimate and a solution for the ones that did decimate, the pxgeek post smoothing option comment. So you'll just have to smooth the exported decimated mesh causing this issue for you and all should be fine, it not post results. The lazy and probably shouldn't be used solution…
I wonder why this haven't been posted here, since it's a pretty interesting talk. Ok it's actually not directly game-dev related but still quite worth the watch. Especially when he starts to talk about User-created content distribution. [ame=" http://www.youtube.com/watch?v=t8QEOBgLBQU"]Gabe Newell: Reflections of a Video…
I would suggest looking up GDC talks on YouTube, specifically, "killer portfolio or portfolio killer" talks. They can be a very helpful listen for you.
I didn't say that :) I was talking about the rRMB addon. And @musashidan was talking about setting the origin to a selection without using the cursor as an intermediate step.