I'm trying to figure out the proper way of generating a UV map that does not distort.
I'm trying to generate a UV map to place a normal map on top of, that doesn't stretch to the vertices of the mesh. See image 4 where it naturally stretches to the X and Y dimensions of the mesh.
Is there a better way of doing this? It seems to have worked in image 5, but I would prefer to have it be exactly squares.
Also, is it possible to have the floor be slightly glossy so that this normal disrupts its perfect surface?