That really depends. If you know graphics concepts, but need to actually learn an API, there is nothing wrong with starting with Vulkan. It's a lot to figure out to make something practical with it, but it's expected.
I'd say, a good way to do it, is first learn theory, and apply it using simple tools that let you just draw on screen (like SDL). Then learn a GPU targeted API.
I'd say, a good way to do it, is first learn theory, and apply it using simple tools that let you just draw on screen (like SDL). Then learn a GPU targeted API.