Hi Antek, and welcome to the cafe.
First up, some Admin stuff - when you want to show us images please upload them using the cafe image upload system, rather than bouncing us all out to loads of separate links.
Your head is generally going in the right direction, and the Blender tut seems to have led you to put your loops in roughly the right sort of places, but there are some classic mistakes in it that newbies tend to make.
Triangles do not belong in any mesh that is using SDS. That is rule 1 of SDS modelling ! So things could be drastically improved in your model if you take the time to solve your triangles to quads, which (as a rule) is what SDS wants. You can do this easily enough by dissolving certain edges, but it is best not to create them in the first place as you model.
Next the neck section is going wrong, and your edge flow there is a long way from great. Again, you need clean, even strips of 4-sided polys that flow around and down the neck, not the ugly mess of triangles and stretched / elongated polys you have currently ! Have a look at the human models that you can find in the content browser and have a look at the edge flow around the neck area to see how this should be done.
Polygon density. Your model does not have enough polys to describe the forms in that face. You can't just slap something that low poly under SDS and expect it to give you a recognizable face. Basically this is half complete. The next step would be to apply just 1 level of subdivision, and then continue modelling now you have enough polys more accurately to describe the form.
To do this, you can either select all polys, and do a smooth subdivide to Level 1, or you can set your SDS to level 1 (viewport AND render setting) then make that editable, and put it inside a new SDS that is only set to Level 2.
I see my modelling bro @VECTOR beat me to it to say largely the same thing :)
CBR