I used the same method of TPE to make my first head! its very fun, even if quite long method because of the great amount of polys. its better than poly to poly method though.
I made it like that. i took my drawing, on paper, then designed my cage mesh over it in PS, so that i ended up with a linear drawing of the final mesh (this can be done even with less polys, so not all the details) then imported the drawing of the mesh as backdrop in modeler, coupled with the drawing of the side view of my character.
Then, simply created a flat poligon subdivided exactly as my drawing,(only one half i mirrored later, obviously) and after that did no other than pulling vertexes in the z axis using the side view as reference, wich is the longer part of the process.
then, completed the head with extender, at that time with the default version, not Ikeda’s , unfortunately. the only part that I didn’t achieve was the ears, that time. it was quite 3 hours time to complete the head.
however, this method can be used very well now coupled with some bandsaw for example in eyesocket & mouth areas and with ikeda’s good extender wich leaves not added poligon to erase after you do it. 
I like the spline method , though and I want to know more! It seems a very good one for a person like me wich still now is more a drawer than a 3D expert.

