I find that the best way to do a humanoid is to do it a body part at a time. I start with the head, for the head make a IcoSphere. It might be called something different in 3DS, but it's the one that is recursively subdivided triangles. Use either 2 or 3 subdivision depending on the quality that you want. I used two in the image below because for games you want to use as few faces as you can.
Make sure that you are looking at it from the front when you create the sphere so that it is symmetric on left and right sides.
Shape the head using scaling routines, flatten the sides and the tops of the head. The face is a little more difficult. The icosphere should have vertices that you can pull out to make a nose, but you may need to subdivide some edges. I got by that problem by using a facemask, but if you want to show a face then you have two options:
Option 1: Give the mesh a human-like shape and wrap a texture around it or
Option 2: Subdivide the textures around the eyes and shape them into ovals, you may want to create new icospheres and join them to the mesh to make the eyes, but you don't have to. Then subdivide the faces near the mouth and shape it.
Now select the faces on the very bottom of the head, where the neck will attach. Remove those faces, but leave the vertices that surround it. You are going to want more faces here so subdivide the lines around the neck. Now go into side view and Extrude the faces surrounding the hole.
Pull them down to where the neck would meet the shoulders. Were are going to do the torso by pulling out parts of the neck. Now Extrude again and scale them out so that they start to take the shape of the shoulders, then you that again. Cut off the shoulders about where the arms will attach (we will do the arms later.)
Now shape the torso from the from view by extruding and pulling the vertices. For a masculine figure make the upper body broader than the lower body, for a female make the upper body slimmer, about the same width as the stomach. Forget the hips, and make the lower body very slim for both male and female figures, when we add legs it will bulk it up dramatically.
Subdivide the faces near the chest to sculpt either breasts or pecks. Check the side view to make sure that it looks right, the shoulder blades should protrude from the upper back slightly.
For arms go into the side view and make a circle and line it up to where the should would be, but leave it far enough out so that you can grab it without accidentally grabbing parts of your torso.
Now go into front view and Extrude and rotate the circle numerous times, shaping the arm. I used very few extrusions, three to shape the shoulder, two to make the bicep then go to the elbow. Then just two for the forearm. Now from the wrist extrude again and merge centre to make a stub where the hand will go.
Extrude the faces from the stump to make fingers. In blender you have to do one at a time or shared edges will be brought out together making a webbed hand. Move the fingers and hands around and rotate the whole lower hand at the elbow from the side view to make it look human.
Now go into front view and duplicate the arm, then mirror it on the X axis so that you have the other arm. Make sure that you also flip the normals. Move each on into position, I like to use the grab x tool to make sure that I move them along only one axis so that they are perfectly lined up. Remove the faces from the torso that will be covered up and start merging nearby vertices to attach the arm to the torso. I used merge centre for all of them. That will give some strange results, but that can be fixed via sculpting. I also do symmetric sculpting, I mean that I select points from both sides and use the scaling function rather than the grabbing functions.
Do what you did for the arms for the legs. You'll see now why you wanted to make the bottom of the torso so skinny. Now just do some fine sculpting to fix problem areas or add things like a butt or things that would look weird because of how the legs were added.
Now zoom out and set the entire mesh to smooth as opposed to flat. I don't know how it works in 3DS, in Blender it's called Set Smooth, it forces the renderer to use GL_SMOOTH. More than likely there will be some areas that look the wrong colour, this is due to the way that we made it, select each face and flip the normals. They are probable going to be long strips on the arms and legs.
That's how to make the mesh, do you also want to know how to add the skeleton?
Here's one that I whipped up a few days ago for a game.
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