>>1017490
not sure why you'd use wings over blender considering the latter has a bigger community and more tutorials out there, but it's your choice
I think I've seen one other game use this flat texturing method, can't remember what it was
if you look at the model, they made it so all the faces are facing the front or back of the camera so there's minimal stretching at the sides. after that they used the Project From View unwrap method and then likely painted over the UVs in their texture editor of choice
for something like the hammer which would be perpendicular to the camera they'd just Project From View at whatever side would have the most space, in this case the side
the main thing you need is a good understanding of silhouette and the ability to texture paint

here's a nice little piece on the PS1 / Quake-era aesthetic:
https://www.tumblr.com/spellfist-3d/615902900826390528/guide-to-that-elusive-ps1-pixelated-lowpolybut

you can take a closer look at the Quake models and textures here:
https://models.spriters-resource.com/ms_dos/quake/
https://textures.spriters-resource.com/ms_dos/quake/

if you want to get started with blender:
https://www.youtube.com/playlist?list=PL3GeP3YLZn5hhfaGRSmRia0OwPPMfJu0V
https://www.youtube.com/playlist?list=PL3GeP3YLZn5gZhJhyIQPKoz9Yrs9oKU9R

also check this thread out: >>992953