Unstretched Generated texture coordinates for Normal Mapping 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?
You can use Object Coordinates to get a undistorted UV map without manually unwrapping the model.

Unlike the Generated coordinates which stretch to whatever size the mesh is (even if the object's scale is set to 1), object coordinates always stay square.

Here is a plane with generated coordinates.


Same plane now with object coordinates.