I'd highly recommend you to neither use the decimate modifier nor starting all over from scratch again. There are much simpler methods for reducing the polycount.
For example grab an edge loop (ALT+RMB), press STR+E and select 'edge slide'. Then slide the edge loop until it intersects with the edges next to it. Press W and click 'remove doubles'.
I like this better than the decimate modifier, since it gives you more control over the mesh's geometry. You can actually decide where to save polys.
That said, you could really use textures/materials for your models. As KotLPL said, Cgtextures is a nice source. However, I'd recommend you to give project/clone painting a shot if you have good reference pictures.
For a chrome-ish look, I tend to set a gray diffuse color and a white specular color. Turn the hardness up and activate mirroring. 0.4 is a good value for reflections. In the standard scene, you may not nptice the effect of the mirror, therefore I'd suggest placing an image of your desired scene behind your camera. Now it's just a matter of playing with some values in the material tab.
Hopefully this answers all your questions.
