3d is applied mathematics. How it helps depends on what you do. Most areas would benefit from knowing math and math related fields.
Animators would need to understand physics, and physics again is applied math. Mostly however a animator needs to be able tor read graphs, which is what one gets taught in math classes. Some rudimentary understanding of calculus can help you solve some problems. At this level is not so much about being able to solve math problems but having a intuitive know how of what the data is and how the solution might look like, unfortunately knowing how to do and having intuition often is the same thing. Having the tools to write a expression usually comes handy, sometimes saving you form 2 weeks of hard manual labor. Theres a few tricks you can use when you do understand math. Pure animators in big productions may be exempt, tough i don't think you can get there without any math aptitude.
Modelers may need to understand structural engineering concepts, not be engineers just understand where engineers come form. Low poly modeler need to understand normal interpolation issues. Modelers may also need to build procedural structures, because the time to do it manually is not possible, so math may come in handy doing trees etc. Also doing good surface fitting may warrant need of maths, especially if you ever intend to have a Marquette made out of the data.
Now all the OTHER 3D jobs are just maths skill, human and management skills, everything form understanding transforms to making shaders, understanding how to do quality control on final images is while not complex math slightly convoluted chains of math operators.
PS: some things are way easier to explain if you can add multiply and divide and feel comfortable reading math expressions. This can save 20 hours of trying to figure whats going on easily.