I have ‘wire,’ ‘draw all edges,’ and ‘optimal display’ enabled so I get a low poly mesh stretched over the subdivided form. In order to sculpt the object, I need to have my cursor over where the vertices actually are, rather than the when they are displayed over an object. How can I fix this?
In order to get it to work with subdivision when not using dynotopology you will have to apply the subdivision modifier before sculpting. But also with draw all edges and wireframe on any sculpting is going to ruin topology and break it all down into triangles instead of quads. So retopology is generally needed after sculpting.