I've been looking around a bit and can't seem to find just what I"m looking for. I've found "canonical formulas," but what's the best way to use these? Do I have to scale every single vertex down? Or is there a better way?
A formula would really help me out, but I'm also looking for an explanation about the near and far z planes relative the viewer's position
Here is a reasonable source that derives an orthogonal project matrix:
All of the above gives you a matrix that looks like this (add rotation and translation as appropriate if you'd like your resulting transformation matrix to treat an arbitrary camera position and orientation).
(source: codeguru.com)
http://mathworld.wolfram.com/OrthogonalProjection.html
http://nptel.iitm.ac.in/courses/Webcourse-contents/IIT-KANPUR/mathematics-2/node51.html