I coded a basic Vulkan hobby engine myself, without any experience in OpenGL, so it can be done. However, I had worked with DirectX for about 5 years at that point. Starting with DirectX 9 (not too serious) and then I spent a lot of time with DirectX 11 and built an engine, and later half ported it to DirectX 12. And DirectX 12 and Vulkan are very similar, so I found Vulkan to be straight forward at that point. I only did some GL later when I started working with WebGL.
If you want to get into graphics programming, I would highly recommend you start with WebGL. You still learn the basics of the pipeline, but the API is very streamlined and easy, with none of the legacy garbage, and you can get things running in a weekend without dealing with all sorts of compiler/linker issues you will have if you've never used C++.
Just do the tutorials on this page. They can be done in one day, and you will have something to show and actually learn something. If you start with Vulkan, it can take at least a week before you even see anything on the screen.
https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial
This was the demo I worked on in WebGL. Never really got that far, and I ended up finding Godot and the WebGL support was great, so I stopped working on the project. I think I spent a few months on this. Most of it is simple stuff, but the ball in the middle uses a spherical harmonics shader I wrote (mostly ported from open source code) and the reflection was a shader I created (not based on anything).