Hi,
Keep the clutter to a minimum! You need to really streamline your learning to target the fundamentals, so I recommend a book on OpenGL or Direct3D rendering of 3D objects. I have almost 4 years experience overall directly in the industry and several years before that as a modder of games and simulations. I have used 3DS Max, Blender, Deep Explorer, Poser, and Wings 3D with numerous software and applications in various workflow pipelines in addition. You need a learning system that includes a recommended workflow pipeline included in the study course.
Establish Early:
1) Study course that includes a workflow pipeline
2) Chose only one graphics API: Graphics Engine such as SharpDX, SDL, or work even lower level but chose only one between OpenGL or Direct3D. Do not spread yourself too thin! Take one area of focus and excel in it! All the major ones are great, so don't worry about which one too much.
3) If you like the style, there is nothing better than a good, thick printed book on a specific API or graphics rendering engine. Remember that the better ones include suggestions,examples, and assignments in using object file formats with graphics software of a workflow pipeline.
4) Settle on a common object file format. If you want animations, then you need to do a little research into the file formats that work best with the software in your workflow pipeline. Any good course material will make recommendations. Collada is worth examining. You don't need to animate anything for quite a while but you do need to begin working with model file formats early and plan for the future expansion into animations, various mappings of the surfaces, and so forth.
5) Bullet Physics - a great way to start is to use libraries that have this incorporated, used by hobbyists and professional alike. Get into physics early or you will have to abandon significant amounts of coding to refactor or rebuild. It also makes your models come to life, which is an important reward of satisfaction for your hard work and much needed.
6) Camera aspects are important to establish early!
7) Light
Clip-hint
Shaders
Real time shadows ( Don't waste any time with incomplete shadowing except in early learning)
Procedural theory
Ambient Lighting/ Indirect lighting
Ambient Occlusion
Diffuse Lighting
Transparency/ opacity
Shining/ Reflection/Refraction/ Refactoring (All at least remotely related)
Ray Tracing (Use sparingly because of rendering time and performance demand)
Advanced Mapping
Smoothing
Vector shading
Vector graphics
Vector mapping
Vector colors
Normal Mapping, especially how to use them with UV mapping.
Bump Mapping
Shader Mapping
Texture Baking
The further down the list then the more advanced you will be getting.
Do not try to reinvent the wheel! Find ways of making your own unique implementations of already existing methods, but use as much work such as libraries that have already been created. Doing most of the 3D coding yourself to make a comprehensive graphics rendering engine will take you decades - no exaggeration. All successful and prosperous developers use extensive libraries much of the time. You might learn at an accelerated pace by finding an open source graphics program with excellent documentation and active forum online community with helpful developers for support. You may get more co-operation by offering some or all of your coding to the development in exchange for their help in your learning or joining their team. These people will certainly have good recommendations for learning resources.