Saying a computer programmer, especially a 3D game developer, doesn't really need to know much math is like saying a professional musician doesn't need to know anything about scales or rhythm or harmony or composition; all they need to do is be able to play like the guy in the You-tube video.
It really depends honestly, you may be a 3d game dev and, with the abundancy of tools and engines nowadays, never have to go further than the basics when it comes to math. As you usually won't need to be a pro at composition if you're just a performer, the same way you don't need to be a professor in maths to be a 3d game dev. Math is merely a tool in game dev, of course it shouldn't get in the way, but nowadays(with all these "user-friendly" tools) you can make a 3d game with math knowledge from 8th grade.
The more math you know the better, but that certainly doesn't mean you can't pass up on math depending on your goals and the tools you use, and usually most of the things you would do have already been done and explained step by step, so even somebody with minimal math knowledge can manage. There's also the case when a guy starts delving deep into maths and learns all kind of things that he'll never ever need to use - remember your uni days, you surely have learned some things that you didn't need for tens of years. I would advise learning what you need now, as to keep a precise goal, rather than make maths your goal(lest you like it of course) - I believe you should look at math as a tool being a game dev.
P.S. Recently I got the chance to see some of the code of a relatively successful game, well I must say most things that had to do with math and didn't rely on library and tool implementations, looked pretty bad and the calculations and derivation of solutions to some of the problems were mostly inaccurate and more random than analytical(it was not the case of complexity/speed compromise) - I do not say that this is good, but the point is that you do not necessarily need to be really good at math to be a 3d game dev.