A translation matrix looks like:
| 1 0 0 tx |
| 0 1 0 ty |
| 0 0 1 tz |
| 0 0 0 1 |
e.g. translating by (-1, 0, 3) is
| 1 0 0 -1 | | x |
| 0 1 0 0 | * | y |
| 0 0 1 3 | | z |
| 0 0 0 1 | | 1 |
The matrices for translation, rotation, scaling, and projections are all described in Appendix F of the OpenGL book.