you should try to upload as jpgs not many people like 1mb bitmaps just to see a small piccy.
don't really have any other suggestions than, when you map out the features of a model usually it is best to get them outlines by what your doing.
[edit-]
i'm being an idiot or just overtired... thats obviously max (but a damn'd ugly colour scheme)
my advice to work on something like this is to first get your sketch and in photo or something mirror it so it is equal on both side...
then use splines to map out the outlines of the model.
remeber to always go from top to bottom, add the horizontal splines ... do the same with the vertical but make sure that you go from left to right (if its done correctly you don't have to piss about connecting each face manually later)
now connect the vertical to the horizontal, use the crossinsert to make sure all of the edges connect (use it at a hight value like 50 as it'll connect even when the lines are pretty far away)
next thing is to then goto the modifiers and dor a crossconnect, if that produces a really screwed up result - delete it and open the edit menu, click on edges -> create new line... be a good idea to put snapping onto 3D and setting that to Vertex (rightclick on the snap icon to get the menu).
if you do it manually try to keep your faces to Quads (there is a reason for that you'll learn later)
once thats done use the surface modifier, flips the faces if they're the wrong way around.
(make sure to turn OFF vertex snap) you should have a good base to work from, so all there is to do then is to make the object semi-transparent (mat with 50% opacity) and then use the cut tool on edges and refine just hack away detail - ALWAYS try to remain around half way between what your trying to cut.
This'll make it simpler to edit and gives your a far cleaner mesh to uvmap later.
once thats done, just go around the mesh cleaning up vertex - snapping together where you don't mind loosing some detail or where you might want to smooth it more later.
finalise the model with some sparely used MeshSmooths/Tesselations on stuff like the face / breasts / ass ... never go above iteration 1 and try to work on Quads only.
once thats done, you can add a little more details to the face because you'll have some more polygons to work with

and thats essentially all there is to it.
working in this way keeps the general shape of the model very well, so its kinda like working within a set mold - makes it nice and neat.