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I'm trying to create models in the 'low poly' style of the following image. example image What is the best way of texturing them? My main questions are as follows.

To get a similar matt colour as shown in the example, can I just use a flat colour, or do I also need some kind of material?

Are flat colours immune to stretching and scaling issues? Or would I have to handle it the same as a normal texture.

Does resolution matter when using flat colours, or would it look the same even if the texture was literally one pixel for each colour?

Am I better of doing this by creating the texture in a seperate program, or using something like vertex paint within Blender?

I'm only just getting into texturing, so simple answers appreciated. Thanks in advance.

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If you are trying to create what is in the pictures you should not have to "texture." What you should do is assign different colored plain Diffuse BSDF materials to different parts of the mesh, as described here. Last note: while the tutorial uses BR, use Cycles for a more similar-to-the-photo result.

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As far as I can tell there are no textures in that image, just models with different diffuse colors asigned to the faces. This will help you out:

Add different materials to different parts of a mesh?

Also, to answer your questions, flat colors do not get affected by scaling, they don't use resolution, and you don't need anything more than blender to create the material.

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It seems to me that the materials in your example are just using a simple diffuse shader with no actual texturing occurring. If this is the case, then a simple diffuse shader material applied per face should do the trick.

A simple diffuse shader material should not have stretching or scaling issues, the resolution should not matter too much.

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