Well, there are many different techniques you can use to model a character. However, the most recommendable method is to use geometry (I.E. start to model from a plane or box)since it results in he best topology. Once you have your base mesh the standard procedure is to use a dedicated sculpting software like zbrush, mudbox or scuptris to add organic shapes, details, texturing, posing, etc. You can also do all these things in max alone but it's somewhat inefficient when it comes to organic modeling (unless you have the latest versions of max which come with some basic freeform and painting tools). There are also some unorthodox methods for making characters and modeling organic shapes in 3dsmax that would need a more detailed explaination. I'm planning on making some character modeling tutorials in the future showing many different traditional and experimental techniques I have learned through the years but for now let's try to solve the problem with your character's head. If the junction of the head and torso is very differentiated (I.E. if the character has a sweater with a tight or high neck opening) simply place the head where you want and use the attach option if you want to have only one object to work with. Now if the character has a wide neck opening (I.E. a cleavage) or is naked you may want a seamless junction to make it look natural. To achieve this, you can either bridge the hollow borders of the neck and top of torso or use a boolean compound object and make a union. Then you can apply a relax modifier to the junction section if you want a better blending. If possible, make a capture of your character WIP and send me the link to the image so I can have a better reference. If you have any trouble with these hints please let me know. Regards.