You could use procedural materials for most of the object, and for the decals like the b logo use an image with an alpha channel and set the "projection" to flat and the "side" to front, I guess.
Since this is an engraved logo, you could also try and model it. As it happens, I did a similar model by the same manufacturer not so long ago. Immediately recognized the logo...
I chose to model all of the details, and I'm attaching a couple of renders, including wireframe images, that show the topology I used to create this headset.
Cheers,
Wolf3D