Traditional digital sculpting software offers a wealth of specificpurpose tools discouraging artist play in the environment. These tools interact with the projection of the geometry to a flat screen, through the use of a mouse or graphics tablet-devices poorly suited to this domain given their lack of a direct method for indicating the depth of interactions. This project investigated the use of full body gestures to facilitate such artistic expression. Skeletal data drives a natural user interface providing users with the ability to sculpt a virtual clay-like substance into different forms. The application was tested in this mode, as well as with a supporting secondary interface for perceived and measured speed and accuracy, users’ reported fatigue and ease of use. This secondary interface provided various touch gestures on a smartphone held in the user’s right hand, while supplementing the positional data provided by the Kinect with orientation data. Results indicated that users were able learn the interface quickly, but depth-perception, grip detection and speech performance were lacking. The secondary interface resulted in fewer undo events, though users reported it as offering little benefit and awkward to use.