Step 11.Remaining surfaces to be done of the actual head are the inside of the mouth. Turn the view so that you can see the inside, then extract every edge isoparm of the lips (go 'Edit curves - duplicate surface curves') - see figure 21.

Duplicate these as well. Before moving them you will need to center each curve pivot. Go 'Modify - Center pivot'. Move them up / down, away from the original curve, then loft these curves together and move the curve points around so that the patches are not intersecting with each other - see figure 22
Step 12.Here you will need to continue the planning of the patch setup.

Use figure 23 as reference, and duplicate and loft curves extracted from the previous patches. A good idea for the middle patch is to create a curve between the upper and lower patch, speeding up the process - see figure 24.

Dont forget to, after the shaping of the patch, rebuild it according to the previous patch so that the number of isoparms are the same, see figure 25.
Step 13.Now it should look something like in figure 26.

Edit the patches so it looks more organic, the result should look something like figure 27.

Rebuild them in the U direction so that they become more dense, something like as in figure 28.

And don't forget the inner parts of the lips, they need to look rounder. Now is also a good idea to see the proportions if you didn't earlier. Duplicate and mirror all the patches to see if it looks alright proportionwise. Scale and use lattices if needed and when it looks good enough, delete the duplicated patches so the original half remains.
Step 14.Alright, now you've got all the surfaces for the head created, the only thing left is making it look smooth. This task can be the most tedious part in the whole modeling process, so be patient.
Delete all the history and detach all the surfaces you merged before so that the old cage setup will become apparent - figure 29.

What you should start doing is select the patches one by one where they meet to an edge, and go -'Edit surfaces - Stitch - Global Stitch for each patch you select - see figure 30.

Use the stitch options shown in figure 31.

When there's one patch (or more for that matter) that doesn't snap to the group of nicely lined up patches, there are some things to do:
1. Rebuild the patch that doesn't line up, using the default settings and the number of spans that corresponds to what the patch has already (check the attribute editor) or using 'Match knots' in one direction.
2. If the patch still doesn't want to join the team, try to align that surface to nearby ones. If there is something wrong (different parameterization) with the surface it adds isoparms just where the nearby patch has isos. If this is the case, delete the ones not lining up with the nearby one and keep the ones that were created when you did the align.
3. In some cases there might be an isoparm or several too many at an edge since you detached the surface. Go into component mode and have the lattice turned on, and if more than one row shows up, delete these and the global stitch should work.
4. Also, it could be all these at the same time.
.