So what I want to know is how to UV map low resolution textures. When I was exporting my UV layout it said the size of the UV layout was going to be 1024x1024 but I need the textures on my model to be 64x64. I was wondering if I put my 64x64 textures inside this 1024x1024 UV map in an external image editor then re-imported that UV map with my textures, would that keep my textures 64x64? I doubted that so that's why I'm here asking how to UV map low res textures. I'm new to using blender so sorry if this is a really nooby question.
I think what Duarte was trying to say is that the resolution of the textures doesn't matter for the UV layout. UV coordinates are bound to the mesh, not to the texture.
You can create a 1024x1024 texture in blender, then resize it in whatever image manipulation software you use. For example I tend to create quite hi-res textures (4k and above) in blender, baking them and later resizing them in gimp to whatever size the final result should have. The only problem is that you are losing detail on your texture map, the UV layout fits perfectly, though.
From my limited experience with UV unwrapping exported UV layouts are purely for reference purposes while creating your texture, you don't "re-import" them to Blender.
Texture coordinates (or the UV layout) is stored inside Blender on the mesh itself, the 1024x1024 image you export is used only for knowing what goes where while creating/painting your texture in whatever graphics editing program you want to use.
You can directly create a new image with whatever resolution you need (higher or lower) and use it as texture inside Blender without worrying about image size.
UV coordinates automatically adjust to whatever image size you choose, you only have to be careful to keep the same image aspect ratio so that your texture wont be stretched. As long as you maintain the same width and height proportion it should be fine.
Just create a new 64x64 image, paint your texture vaguely respecting the exported UV layout (you can overlay it for reference) so that it matches the correct parts of the mesh.