The hard part of dimpling and texturizing is finding out what shapes help, and what shapes hurt. There is a whole Science to this, and what dimple or texture you use can change based of the shape of the object and other reasons, too. In other words, someone had better model it in a aerodynamic flow simulation because a willy-nilly texturing could result in some reduced performance, potentially really badly reduced too.
There's actually a complex formula I once came across (actually, it was from a patent I was reading on RexResearch), but that was years ago when I went down a rabbit hole looking for laminar flow info.