he he dont know all the math stuff myself,- at some point esspecially with the UV stuff I just did try and error- prepared examples from 3dsmax I could imagine and fixed it till it worked.
I did however noticed that my UV function does not work great yet with rectangular texture maps- meaning that your texture has not equal width and height it flips the side somehow. I was about fixing that but so far there was no need, as each texture map I create always has equal width and height so I did not further investigate it.

about materials:
not my turf so far,- I am more into lowPoly style like seen on Nintendo DS, mobile and anime games- with full self illumination. Phong shading, smoothing groups ect. is not what got me interested so far.
in any case you need a surface vector to calculate the highlights and shading, a interesting topic might be Phong shading:
http://en.wikipedia.org/wiki/Phong_shading
http://freespace.virgin.net/hugo.eli...s/x_polyp2.htm
I assume that if you want to do it in AS3 you need somehow to solve it using gradients and or bitmapData manipulation,- but thats another topic.

You seem to be fixed more on class- models and code structure- all I care usually is about readablilty and simplicity. I dont want to comment thus on that - just: the more you split stuff into seperate classes the more complex and alike like papervision.

you can do whatever you want- the code I provided does not belong under any license - if you improve it I and others would be of course glad to have some additional or better usefull code snippets but its not a must.

Atm. I am experimenting on some shading and specular effects on rounded surfaces- might post here about it if I have some progress to show.