Hey,
Great to see you back!
The basic way things work is still pretty much exactly the same, you have materials with shaders and a geometry with LODs. The main difference is that the interface of ZModeler was changed, for example instead of having to put the name of a shader in the material to make it work, you can now simply select preset shaders that add all necessary maps, meaning all you have to do it is select the textures to use.
A more complicated change are the compounds, which are as much as an advantage as a disadvantage. Instead of having LODs as children of the dummy, the dummy is now a compound that contains each LOD, allowing you to simply switch between the LODs of all objects with the click of one button. The disadvantage however is that compounding and decompounding can be tedious, since it's usually always necessary when having to edit more than one LOD of one or more objects.
I recommend taking a look at the guide ZModeler 3 and Vehicle Mods, it explains many of the basics. Some parts are obvious when coming from ZModeler 2, but a few things are new or different.