Now that we've moved our tree into shape, let's use subdivisions to add more polygons to sculpt.
When we created our Adaptive Skin, we set the density to 2, which created a mesh from our ZSpheres with two subdivision levels. Let's see what we can do with them.
1. Load your mesh of the tree.
2. Navigate to Tools | Geometry. Ideally the Tool palette is permanently open in a tray.
3. In the Geometry palette, we can find a slider and a display of the current level of subdivision above it, stating that we're currently at subdivision level 2. Use the slider to switch between subdivision levels and see the difference.
4. Let's add another level of subdivision by clicking on the Divide button. The small Smt button next to it determines if our mesh is smoothed when subdivided. For now, leave this option on. As you can see in the Geometry subpalette, ZBrush will automatically switch to the new subdivision level.