@Shyralon: Switch matcaps to a gray lambert. The default skin one kind of sucks for looking at the sculpt critically. It makes everything feel too soft.
Turn on physicalize and set it to default in the material ID`s that your object is using. This is not recommended though, you should really use collision primitives...
I just select one of the edges and press Zoom Extents Selected (Z by default). That resets the clipping planes for the Perspective view, should solve it.
By default, polygroups will be split into different OBJ meshes when exporting. To bypass this without merging polygroups, go to Tool: Export and toggle the Grp button.