MakerBot Print is our newest print-prepration software, which supports native CAD files and STL assemblies,
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I don't have access to the original files (the extruded solid I created from the svg I created from the brick_pavement_0060 bitmap I found on texturelib.com). Re-creating that texture would exceed the spare time I have. ;)
I can tell you exactly how I did it, and you can re-create the texturing object for yourself:
1) Don't try to texture an STL. Pain and gnashing of teeth lies that way. As far as I am concerned, an STL is a final product to be fed to the slicer. The only that you can do with stl's is slice them or scale them. That's it. Do the texturing in your CAD program before you export to STL.
2) Get the bitmap you want as your "texture cutter". I browsed texturelib.com, and chose brick_pavement_0060. It's a bitmap, so you can't use it to texture yet. (it's two dimensional, so it won't cut into your model)
3) Use Photoshop or GIMP to "threshold" the image into only white and black pixels.
4) Use Photoshop or GIMP to erase any extraneous dots or specks.
5) Use Inkscape (or any other vector graphic program) to "vectorize" the image. Delete the bitmap portion, leaving behind the vectorized path. Save it as an SVG.
6) Import the SVG into Fusion360 and use the extrude tool on it. Make it at least twice as thick as the depth of the texture you want to apply to your model's surface. You now have a texturing tool.
7) Position the texturing tool on your model, then subtract it from the model. (check the box "keep tools" so it won't disappear)
That's all there is to it.
I'm pretty sure that other, more expensive programs would be able to do this without all the gymnastics. I don't have any tools like that.